I have a FBO whose color attachment is a cubemap texture - this is needed because I need to render my scene to a cubemap.
However, I also need a depth attachment to render it properly. I wanted to use a renderbuffer instead of a texture since I will not be sampling it directly.
Is it possible to create a "cubemap" renderbuffer or I really need to create another texture? Using a normal renderbuffer doesn't work, since the framebuffer fails to be created with GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS error.